Can’t you just put a playerclip over the supports?
The wall next to the ladder, you could also just jut that out a bit more.
Are you going to release a beta or something like that?
It’s hard to understand exactly what we’re saying in context, without a picture. Unfortunately, you can’t just add clips there without making a really stupid-feeling invisible wall effect.
No idea. We’ll announce some more plans later, but we’ll be focusing on internal and closed testing first.
I think closed testing only would be best. More direct and interactive feedback and easier to manage.
I was thinking the same thing.
It wouldn’t be a small closed test though.
Dropbox’d an completly remade terminal.
Inb4 most brushes are on the grid, and most brushes are entity’d and lighting still needs tweaking and textures need to be aligned and add some props.There is only 1 leak that I somehow can’t seal so the place got a temporary nodraw container until I find the leak.
The floor the main catwalk is connected to is a func_detail. Just turn it into a world brush (click it, ctrl+shift+W) and it’ll be fixed. Also put a wall to seal off the big-ass door, and increase the floor size 2 units (from 30 to 32) so it aligns to the grid. That’s an entity so it isn’t sealing the map. Remove the wall when we merge. The ring in the tunnel the tram comes out of is a func_detail but there isn’t a brush to seal below it, to either add a brush below it or turn it into a world brush (preferably the former). I’ve already found solutions to a few more, but go and load the pointfile and find 'em all. Each time you fix one, compile (ONLY VBSP!) and reload the pointfile. Repeat that till it doesn’t load the auto-load a pointfile anymore. Also, make sure you delete your megacontainer before you compile or else it won’t find the leaks.
Box… func_details and brushes with translucent materials don’t seal the world… be careful.
If the red pointfile line is going through a solid block, then that’s probably what’s happening.
Also, make sure you have the geometry done before you get to detailing. It’ll save you hassle (and leaks).
Alright, so how are we gonna go about starting the game from the menu? If we stick with the “Chapter 0” thing then it conflicts with Uplink. Not exactly our problem, but it’d be desirable to have a work around. Half-Life had a difficulty option that took you to the course, but difficulty is set in options menu in Source. The PS2 version had a separate “Training” menu option. If we do that we could just plop it under the New or Load game options. It’s simple, easy to find and not intrusive. Would that be possible (and practical) without Black Mesa’s Source code? I don’t know much about VGUI.
How about the main menu?
Put this in GameMenu.res
You have to be in the main menu to access that.
I’m aware of that, and all the walls are also world geometry to seal it off though.
The redline leads to a prop_static, and it crosses multiple brushes near that area.
@Crypt Just add what ysrael quoted in your gamemenu.res
I like it more to have 2 options to be honest.
1 that starts from the tram, and one that starts in the elevator.But thats just my thought on this .
Oh, I didn’t know that. Just that easy, huh? 'Kay, we’ll just have to remember to pack that with the mod. Holy crap, I’m out of los loop.
Lul, I dropbox’d the scripts and resource and material for the chapter like 2 weeks ago.
Only forgot to tell it.
eh
Oh. Well, then.
This thread is going fast.
Shouldnt we start a meeting now everyone is online atm?
If everyone’s online, don’t see why not. We’ve been doing decent with these meetings.
Like I said before. The red line will pretty much ALWAYS start at an entity. That’s not the endpoint, that’s the start point.
Anyway, we may as well set something up right about now.
We already invited you to a convo.
I didn’t get an invitation.